Rewind…Audio Implementation Greats #3: Crackdown – Realtime Worlds

Thursday, December 13, 2012

In the run-up to this month’s reverb theme, former contributor Damian Kastbauer suggested we re-run this article he put together discussing the game Crackdown for XBOX. The article…

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Audio Implementation Greats #11: Marrying Toolsets

Friday, June 10, 2011

It may be premature for me to turn the focus of the series towards the future, as we find ourselves deep in the throes of the current generation…

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Audio Implementation Greats #10: Made for the Metronome

Monday, January 3, 2011

[Written by Damian Kastbauer for Designing Sound] If you talk to anyone in game audio today about successful tempo synced synergy between music and sound effects it wont…

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Audio Implementation Greats #9: Ghost Recon Advanced Warfighter 2 Multiplayer: Dynamic Wind System

Thursday, October 21, 2010

When embarking on a sequel to one of the premier tactical shooters of the current generation, the Audio team at Red Storm Entertainment, A division of Ubisoft Entertainment,…

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Audio Implementation Greats #8: Procedural Audio Now

Friday, September 24, 2010

This months Audio Implementation Greats series returns with the overarching goal of broadening the understanding of Procedural Audio and how it can be used to further interactivity in…

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Audio Implementation Greats #7: Physics Audio [Part 2]

Wednesday, April 14, 2010

In Part One we took a look at some of the fundamentals involved with orchestrating the sounds of destruction. We continue with another physics system design presented at…

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Audio Implementation Greats #6: Physics Audio [Part 1]

Thursday, April 1, 2010

In part one of a two part series on physic sounds in games we’ll look at some of the fundamental considerations when designing a system to play back…

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Audio Implementation Greats #5: Ambient – The Hills are Alive

Thursday, March 11, 2010

In a continued attempt to shed light on some of the best examples of Technical Sound Design in the current generation, I’d like to call attention to several…

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Audio Implementation Greats #4: De' Bug and the Tale of the DSP Sound-Bomb

Wednesday, February 24, 2010

At the Game Developers Conference Audio Boot Camp in 2006 Scott Selfon, Senior Audio Specialist at Microsoft, peeled back the layers of the onion for game audio newbies…

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Audio Implementation Greats #3: Crackdown – Realtime Worlds

Wednesday, February 10, 2010

One area that has been gaining ground since the early days of EAX on the PC platform, and more recently it’s omnipresence in audio middleware toolsets, is Reverb….

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